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Augmented Reality with Unity AR Foundation

You're reading from   Augmented Reality with Unity AR Foundation A practical guide to cross-platform AR development with Unity 2020 and later versions

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838982591
Length 382 pages
Edition 1st Edition
Languages
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (14) Chapters Close

Preface 1. Section 1 – Getting Started with Augmented Reality
2. Chapter 1: Setting Up for AR Development FREE CHAPTER 3. Chapter 2: Your First AR Scene 4. Chapter 3: Improving the Developer Workflow 5. Section 2 – A Reusable AR User Framework
6. Chapter 4: Creating an AR User Framework 7. Chapter 5: Using the AR User Framework 8. Section 3 – Building More AR Projects
9. Chapter 6: Gallery: Building an AR App 10. Chapter 7: Gallery: Editing Virtual Objects 11. Chapter 8: Planets: Tracking Images 12. Chapter 9: Selfies: Making Funny Faces 13. Other Books You May Enjoy

Chapter 3: Improving the Developer Workflow

When developing for Augmented Reality (AR), like any software development, it's important to understand your tools, learn how to troubleshoot when you get "stuck," and endeavor to make your overall developer workflow more efficient. In this chapter, we will consider some best practices, techniques, and advanced tools for troubleshooting and testing AR applications in development.

Unity is generally quite friendly for developing for mobile devices. For example, you will normally use the Editor Play-mode to preview your scene in the Editor, allowing rapid develop-test-update-repeat cycles. And with an editor remote tool, you can run and test on your target mobile device without having to do builds each time.

But Augmented Reality imposes unique challenges because it requires sensor input on the remote device, including a live camera feed and motion sensors. It also requires AR processing built into the mobile software...

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